CS21 Lab 5: Graphics Library and Objects

Due Saturday, March 2, by 11:59pm

Goals

The goals for this lab assignment are:

  • Get practice programing with objects in Python

  • Learn to use the Graphics Library

  • Some more practice with functions

  • Some more practice with loops and nested loops

Getting and Working on Lab05 Code

Make sure you are working in the correct directory when you edit and run lab 05 files.

Run update21 to get the starting point code of the next lab assignment. This will create a new ~/cs21/labs/05 directory for your lab work. Edit and run Lab 05 programs from within your cs21/labs/05 directory.

Make sure all programs are saved to your cs21/labs/05 directory! Files outside that directory will not be graded.

$ update21
$ cd ~/cs21/labs/05
$ pwd
/home/username/cs21/labs/05
$ ls
(should see your program files here)

Then edit and run program files in your ~/cs21/labs/05 directory:

$ code filename.py
$ python3 filename.py

1. Draw a Face

In face.py you will write a program that draws a face. Your face can be that of a human, an animal, a cartoon, a fantasy creature, a …​

This is an opportunity to have some fun with the graphics library.

1.1. Required Features

Your program should have the following features:

  • Draw a face with at least 5 different features in addition to the main head shape. Some features include: eyes, nose, mouth, ears, hair, beard, antenna, horns, teeth, …​

  • Your face should use at least 3 different shapes, and 3 different colors (background color counts).

  • The first mouse click should have your character say something (in text). Please keep the message friendly.

  • The second mouse click should exit your program (i.e. make sure that your program does not exit before the user clicks the mouse).

1.2. Example Output

Here are some example faces drawn by some past CS21 students, CS21 ninjas, and CS21 staff:

$ python3 face.py
face of a cat saying meow
Figure 1. Jenna
face of a hello kitty saying hello
Figure 2. Anon
face of a felix the cat saying hello
Figure 3. Jocelyn
face of a pig saying oink
Figure 4. Tia
yet another face
Figure 5. Sophie
yet another face
Figure 6. Ernesto
yet another face
Figure 7. Bohou

1.3. Hints/Tips

  • You need to run graphics library programs from CS machines (not remotely connected).

  • Refer to the in-class programs for examples of how to use the graphics library and some different methods of some of the classes.

  • Make use of the Zelle Graphics Reference, and other references off the course Schedule, to find methods that might be useful for setting the color and position of different objects.

  • If you are reproducing two or more identical features, for example you have two eyes that are drawn from the same shapes of the same sizes, remember you can use the clone method to make a copy of a shape object and the move method to move a shape to a new location.

  • The getMouse method of a Window object waits for a mouse click.

  • Remember that the order in which you draw objects that overlap changes the final outcome of what is ultimately drawn.

2. Approximate a Famous Painting

2.1. Overview

In two parts, you will implement a program that approximates a famous painting, Cité, by Ellsworth Kelly in 1951. When you look at this painting, note that it is divided into 20 ivory colored rectangles, each containing some number of black, non-overlapping, quadrilaterals that span the width of each rectangle.

You will write a program in two parts that creates a randomly generated pattern that is similar (with some simplifications) to Kelly’s Cité painting.

  • In Part1, you will write a function to draw a single square Cité block to the graphics window. A Cité block is an approximation of one rectangle in this painting: a single square (instead of rectangle) that contains 4 randomly sized black rectangles.

  • In Part2, you will divide the graphics window into a grid (into a square grid of \(n \times n\) cells, for a value of n entered by the user). For each cell in the grid your program will make a call to the function you wrote in Part1 to draw one Cité block. The result will be an approximation of the Ellsworth Kelly Cité painting.

Part 1 involves most of the coding effort. Part 2 will use your Part 1 function, calling it multiple times to create each Cité block in the \(n \times n\) grid.

2.2. Part 1

In the file named citeblock.py you are going to implement the first part of implementing a randomly generated version of a painting that is based on Ellsworth Kelly’s 1951 painting Cité.

For Part 1, you will implement a function that draws to the graphics window one Cité block containing 4 randomly placed, and sized, non-overlapping black rectangles. You will treat the entire square graphics window as a single unit square cell into which your function will draw a single Cité block.

2.3. Example Output

To run:

$ python3 citeblock.py

Here is example output from three runs of a working program (note that each run produces different black rectangles):

Three runs of program that draw a single Cité block into the entire graphics window
image from one run of a citeblock
image from another run of a citeblock
image from another run of a citeblock

2.4. Required Features

Your program should have the following features:

  • Create a square graphics window.

  • Use the setCoords(xll,yll,xur,yur) of the Window object to reset the coordinates of the graphics window to be (0,0,1,1). Everything you draw inside the window will have coordinate values in this range vs. the default window x and y coordinate values. This figure shows how the coordinates are are mapped onto the graphics window in this case.

    image from another run of a Citéblock
    Figure 8. view of the graphics window after calling setCoords(0,0,1,1). This treats the entire graphics window as a single cell into which a single Cité block is drawn.
  • Implement a function called draw_cite_block that has the following prototype:

    def draw_cite_block(window, row, col):
        """
        Draw a Cité block in position row, col in the window
    
        window - The Graphics window object in which to draw the block
        row - The row in the window into which the block is drawn (int)
        col - The column in the window into which the block is drawn (int)
        returns - no return value
        """

    This function draws 4 randomly sized and positioned black rectangles into a unit cell at position (row,col) in the grid of cells.

    For Part 1, you will make one call to this function to draw a single Cité block into cell (0,0) that fills the graphics window. For Part 2, you will need to use the row and col parameters to draw a Cité block into multiple unit cells in an \(n \times n\) grid of unit cells.

    The black rectangles in each cell should fill the cell horizontally. Their heights will be determined from randomly selected y-axis coordinates for the bottom and top of the rectangle.

    Your algorithm should logically divide the cell into 4 horizontal slabs stacked vertically on top of each other. In each of the 4 partitions, randomly select two y-axis points for the lower left and upper right of the rectangle to draw into the unit cell. Here is how you should partition the unit cell into which draw_cite_block will draw 4 random rectangles:

dividing Cité block into 4 parts
Figure 9. Each of the 4 randomly sized rectangles of a Cité block are drawn within their separate horizontal partition of the unit cell.
  • The exact algorithm you use for determining the position for the two randomly selected y-axis points for each rectangle is up to you given the following constraints:

    • each rectangle should be drawn within its 0.25 division of the full cell; a rectangle cannot be larger than 0.25 of the total height, and the 4 rectangles may not overlap.

    • you must randomly select the the y-coordinate values for each rectangle given the above constraints.

  • you must randomly select the the y-coordinate values for each rectangle given the above constraints.

    • You must use a loop to draw each of the 4 rectangles (we recommend a for loop). Think about how to vary the position of the y-coordinate values of each of the four rectangles based on the loop counter variable i (think of i as being associated with one of the four vertical divisions of the Cité block, into which you draw a rectangle).

      If at first you have trouble with the loop solution, you can first draw each random rectangle with 4 separate code sequences (that are very similar), and then think about the general pattern based on i and change your code to use a loop to draw a rectangle into the correct division of the Cité block.

2.5. Hints/Tips

  • ivory is one color you can use for the background to get a off white tone. Feel free to find and use another color that will make an off-white background.

  • random() function returns a value between 0.0 and 1.0. You can use the value returned from this function combined with an arithmetic expression to determine the y-coordinate values of the 4 black Rectangles of random sizes that you draw into the cell.

    If you want a random float value between a different range (e.g., between 0.0 and 0.25) you can multiply or divide the value returned by the call to random() (e.g., divide the value returned by random by 4 (or multiply it by 0.25)). Alternatively, the uniform(s,t) function, imported from random, returns a random float value between s and t.

  • As a first step, try drawing just a single black rectangle of randomly selected y-coordinate values into the unit cell (into the full graphics window). Once you get that to work, then modify your solution to draw 4 rectangles, each into their own partition of the cell.

  • Add some debug print statements to print out the (xll,yll) and (xur,yur) coordinates of each of the 4 rectangles to see if you are generating the values correctly. You could also print out the row and col parameter value each time the function is called to see if your coordinates are correctly placed within the grid cell specified by row and col.

    For example, in Part 1, all Rectangles will have a xll value of 0, a xur value of 1. yll and yur are the randomly selected values within each of the 4 quadrants of the cell (all with values between 0 and 1). Note: remove or comment out debug code from your solution before you submit it.

  • Instead of filling each rectangle, first just draw it to help you see where it is being drawn. This may help if you have overlapping rectangles in the cell.

  • Add some debug calls to sleep() to slow down your program between drawing each cell to see where it is being drawn to the graphics window. For example, sleep(0.5) will pause your program for half a second:

       r.draw(win)    # draw object r to graphics window
       sleep(0.5)     # pause/sleep for 0.5 seconds

    Note: make sure to remove or comment out the call to sleep after debugging.

    The sleep function is in the time library, so add to the top of your program (outside of main), add the following to import the time function into your program:

    from time import sleep

2.6. Part 2

run handin21 before starting Part2

Before starting Part 2, first run handin21 to submit your solution so far. If you accidentally overwrite your citeblock.py file, your professors can recover the version you submitted when you ran handin21.

Begin by copying your citeblock.py solution to your cite.py file:

$ cp citeblock.py cite.py
Overwrite cite.py?  [Y,N]: Y
be careful copying

Be careful that you are using citeblock.py as the source and cite.py as the destination in your cp command:

cp citeblock.py cite.py

If you swapped the order and accidentally overwrote citeblock.py, then contact your professors right away and let them know (post to EdStem is best to notify all of us). We can recover the version of citeblock.py that you submitted when you ran handin21.

If you open cite.py in the code editor you should see your citeblock.py code. Change the top-level comment to describe what this program does.

You will modify your program in these ways to implement your Part 2 solution that will create a full Cité-inspired painting of a user specified dimension:

  1. Read in a value from the user for n, the row (and col) dimension of the square grid of Cité blocks your program will draw.

  2. Call setCoords(0,0,n,n) to reset the coordinates of the graphics window to be n by n. This divides the graphics window into \(n \times n\) unit squares, into each of which your program will draw a Cité block.

  3. Add code in your main function to call your draw_cite_block function, for each square in your \(n \times n\) grid (passing the row (y-coordinate), and column (x-coordinate) of each cell).

2.7. Example Output

Below are some output from a few runs of a working program. In these note:

  • that each run produces different black rectangles (your draw_cite_block function should be randomly generating the 4 black rectangles inside each square).

  • how the input value is used to determine the number of squares in the resulting picture.

$ python3 cite.py
How many rows do you want? 5

Here is output from two runs for rows 5:

Cité with 5x5 grid
Figure 10. a run with 5x5 grid (5 rows and 5 cols).
Cité with 5x5 grid
Figure 11. another run with 5x5 grid.

Here is output from three with different numbers of rows:

Cité 4x4 grid
Figure 12. a run with 4x4 grid.
Cité 8x8 grid
Figure 13. a run with 8x8 grid.
Cité 12x12 grid
Figure 14. a run with 12x12 grid.

2.8. Required Features

Your program should have the following features:

  • Read in a value for n, the number of rows (and cols) in the square grid you will create in the graphics window.

  • Call setCoords(0,0,n,n) to set the coordinates of the graphics window to be an \(n \times n\) grid of unit cells.

  • Use a nested loop to make calls to your draw_cite_block function to draw a Cité block into each of the \(n \times n\) cells in the grid.

  • Modify your draw_cite_block function to use the x and y parameters to draw the rectangle into the correct position in the grid. For example, when draw_cite_block is passed 2 for row and 4 for col, it will draw four randomly positioned rectangles into the unit cell (4,2) in the graphics window. This means that the xll coordinate of all rectangles will be 4 (col), and the xur coordinate of all rectangles will be 5 (col+1). The yll and yur height coordinates or each rectangle will be between 2 (row) and 3 (row+1).

    The draw_cite_block function will treat each cell as a unit square, but the exact coordinates of where the rectangles are drawn depend on which unit square in the the \(n \times n\) grid (i.e. they depend on the value of the parameters row and col).

  • Your program doesn’t need to handle the case if the user enters a non-positive integer value for the number of rows.

2.9. Hints/Tips

  • First test and debug for a small number of rows (for 2 first, then try 3). It is easier to see what your program is doing and to decipher any debug output you add for smaller grids. Also, getting it to work for 2 might be large enough to have your solution work for any positive value n.

  • Add some debug print statements to print out the (xll,yll) and (xur,yur) coordinates of the end points of each of the four rectangles to see if you are generating the values correctly.

    Note: remove or comment out debug code from your solution before you submit it.

  • Instead of filling each rectangle, first just draw it to help you see where it is being drawn. This may help if you have overlapping rectangles in the cell.

  • Add some debug calls to sleep() to slow down your program between drawing each rectangle to see where it is being drawn to the graphics window. For example, sleep(0.5) will pause your program for half a second.

3. Extra Fun

Do not attempt this until after you have fully completed the required parts of this assignment, and run handin21 to submit them.

This is not worth extra credit points, but is an extra features you can add to your cite.py solution if you’d like.

First, copy your cite.py to a file named extra.py:

$ cp cite.py extra.py

Open extra.py in the code editor and added one or more of these extensions, or any other you can think of.

  • Random Colors: Change your draw_cite_block function to take another parameter, in_color that if True will select a random color for each randomly positioned rectangle it draws. If False it will color the rectangle black. Get input from the user to indicate if they want to produce a color or a black and white version of the painting. Note that you cannot read in Boolean values, so either read in a string or an integer value (e.g., 0 for black, and non-zero for color) entered by the user and use its value to determine if you call your function with True or False

    $ python3 extra.py
    How many rows do you want? 6
    Enter 0 for black and white, 1 for color : 1
  • Random number of Rectangles per Block: change your draw_cite_block function to draw a random number of rectangles per block instead of always 4. You could have it select from some set of values like 3-6 inclusive to limit the range of possibilities.

  • Outline each Cité Block in a black box: change your draw_cite_block to create a black box around the outer edges (note that this will make any randomly placed rectangle that is only 1 pixel from the top or bottom of the cell look as if it is drawn to the edge(neighboring Cité box rectangles could merge together)).

  • Rectangles: change your program, and draw_cite_block function to use rectangles vs. squares. You may need to change the parameters passed to draw_cite_block so it knows the dimension of the rectangular space to draw rectangles into. You will need to prompt the user to enter both the number of rows (y dimension) and the number of columns (x dimension).

  • Quadrilaterals: change your draw_cite_block function to randomly generate some number (default 4) of black (or color) quadrilaterals in each block instead of randomly generating rectangles. The constraint that they do not overlap should still be maintained. The result will produce blocks that look more like Ellsworth Kelly’s painting.

One of your professors implemented the first 3 features, and here are some examples runs of their solution:

Cité six by six in color grid
Figure 15. random colors, run for 6x6
Cité four by four with random num rectangles per block
Figure 16. random num rectangles, 4x4
Cité five by five with random num rectangles per block and outer box
Figure 17. random num rectangles, outer box, 5x5

Programming Tips

As you write programs, use good programming practices:

  • Use a comment at the top of the file to describe the purpose of the program (see example).

  • All programs should have a main() function (see example).

  • Use variable names that describe the contents of the variables.

  • Write your programs incrementally and test them as you go. This is really crucial to success: don’t write lots of code and then test it all at once! Write a little code, make sure it works, then add some more and test it again.

  • Don’t assume that if your program passes the sample tests we provide that it is completely correct. Come up with your own test cases and verify that the program is producing the right output on them.

  • Avoid writing any lines of code that exceed 80 columns.

    • Always work in a terminal window that is 80 characters wide (resize it to be this wide)

    • In vscode, at the bottom right in the window, there is an indication of both the line and the column of the cursor.

Function Comments

All functions should have a top-level comment! Please see our function example page if you are confused about writing function comments.

Answer the Questionnaire

After each lab, please complete the short Google Forms questionnaire. Please select the right lab number (Lab 05) from the dropdown menu on the first question.

Once you’re done with that, you should run handin21 again.

Submitting lab assignments

Remember to run handin21 to turn in your lab files! You may run handin21 as many times as you want. Each time it will turn in any new work. We recommend running handin21 after you complete each program or after you complete significant work on any one program.

Logging out

When you’re done working in the lab, you should log out of the computer you’re using.

First quit any applications you are running, including your vscode editor, the browser and the terminal. Then click on the logout icon (logout icon or other logout icon) and choose "log out".

If you plan to leave the lab for just a few minutes, you do not need to log out. It is, however, a good idea to lock your machine while you are gone. You can lock your screen by clicking on the lock xlock icon. PLEASE do not leave a session locked for a long period of time. Power may go out, someone might reboot the machine, etc. You don’t want to lose any work!